84 lines
2.8 KiB
C

#include "material.h"
#include "hittable.h"
#include "utils.h"
#include "vec3.h"
#include <assert.h>
#include <math.h>
bool material_scatter(const Material *material, Ray r,
const struct HitRecord *record, Color *attenuation,
Ray *scattered) {
switch (material->type) {
case MATERIAL_LAMBERTIAN:
return lambertian_scatter((const Lambertian *)material, r, record,
attenuation, scattered);
case MATERIAL_METAL:
return metal_scatter((const Metal *)material, r, record, attenuation,
scattered);
case MATERIAL_DIELECTRIC:
return dielectric_scatter((const Dielectric *)material, r, record,
attenuation, scattered);
}
return false;
}
bool lambertian_scatter(const Lambertian *lambertian, Ray r,
const HitRecord *record, Color *attenuation,
Ray *scattered) {
(void)r;
Vec3 scatter_direction = vec3_add(record->normal, vec3_random_unit_vector());
/* Catch degenerate scatter direction */
if (vec3_is_near_zero(scatter_direction))
scatter_direction = record->normal;
*scattered = (Ray){record->p, scatter_direction};
*attenuation = lambertian->albedo;
return true;
}
bool metal_scatter(const Metal *metal, Ray r, const struct HitRecord *record,
Color *attenuation, Ray *scattered) {
Vec3 reflected = vec3_reflect(vec3_normalize(r.direction), record->normal);
assert(metal->fuzziness <= 1);
*scattered = (Ray){
record->p,
vec3_add(reflected,
vec3_mul(metal->fuzziness, vec3_random_in_unit_sphere())),
};
*attenuation = metal->albedo;
return vec3_dot(scattered->direction, record->normal) > 0;
}
static double schlick_reflectance(double cosine, double eta) {
double r0 = (1 - eta) / (1 + eta);
r0 *= r0;
return r0 + (1 - r0) * pow(1 - cosine, 5);
}
bool dielectric_scatter(const Dielectric *dielectric, Ray r,
const struct HitRecord *record, Color *attenuation,
Ray *scattered) {
*attenuation = (Color){1.0, 1.0, 1.0};
double refraction_ratio =
record->front_face ? (1.0 / dielectric->eta) : dielectric->eta;
Vec3 unit_direction = vec3_normalize(r.direction);
double cos_theta =
fmin(vec3_dot(vec3_neg(unit_direction), record->normal), 1.0);
double sin_theta = sqrt(1.0 - cos_theta * cos_theta);
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
Vec3 direction;
if (cannot_refract ||
schlick_reflectance(cos_theta, refraction_ratio) > random_double())
direction = vec3_reflect(unit_direction, record->normal);
else
direction = vec3_refract(unit_direction, record->normal, refraction_ratio);
*scattered = (Ray){record->p, direction};
return true;
}